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  • I'll take a shot at drafting up a Geist: the Sin-Eaters Keychain although it's ended up as a doozy.

    GHOSTLY DETECTIVE’S PHANTOM TRICKS

    Core Manifestation: Enter the Ghost World
    Stillness Boneyard
    No roll
    1 Plasm
    Action: Reflexive
    Duration: as long as the Sin-Eater wishes, and then time returns to normal

    The Sin-Eater pauses time by entering a potent state of Twilight. They may bring along a number of individuals nearby that do not exceed the Sin-Eater’s Willpower score, although ghosts and those who have died at least once do not count towards this limit. The Sin-Eater and companions can converse freely or tackle purely Mental challenges while time is paused. However they cannot leave the current location (within Psyche * 10 yards) of where the Sin-Eater activated this ability, nor can they impact the environment in any way. When this ability ends time resumes and everyone is where they were when time was paused. Other Supernaturals may be aware a supernatural ability took place but learning what happened during paused time would be difficult. Prolonged delay of the present, however, may trigger Breaking Point type rolls at Storyteller discretion.

    Link #1: 4 Minutes to Death
    Stygian Oracle
    Trigger: “Enter the Ghost World was used in range of a corpse that died in the last 4 hours.”

    The Sin-Eater (plus any companions) observes the last four minutes the corpse was alive. The Sin Eater can rewind, fast forward or pause time during these last four minutes (the same as Enter the Ghost World). The Sin-Eater and companions do not exist in the events of the past (not even the Twilight of the past) although they are not obstructed by physical matter and can pass anywhere within range, centered on the ‘living’ corpse. Thus information outside of the victim’s perspective could be learned. Ending this ability returns the party to the present.

    Link #2: Mortal Recall
    Passion Oracle
    Trigger: “The Sin-Eater activates 4 Minutes to Death…”

    The Sin-Eater may beckon the ghost of the departed victim into their Ghost World if they wish, either from the Underworld or wherever they were when Enter the Ghost World was activated. This does not endear the ghost to the Sin-Eater or compell them to answer in any way. Storyteller discretion is used on how much the ghost can remember/is willing to share about the events of their death and their life. A recent ghost may have trouble recalling their death or a despondent one may be adverse with the Sin-Eater tangling with their death. A traumatic death may result in a non-cognizant ghost. Someone who has accepted their death (or is tangled in other complications) may have already moved on and thus would not be available for the summons.

    Link #3: Tricking Out Time
    Stygian Marionette (or Stygian Boneyard)
    Trigger: “The Sin-Eater has observed 4 Minutes to Death once AND spends 1 Plasm”

    The Sin-Eater channels an additional Plasm into their revisit of the victim’s last 4 minutes alive. The Sin-Eater cannot affect other characters nor be heard by them but they can subtlety manipulate the environment of the past to see what changes, although when they return to the present the victim is still dead. Only physical actions can influence the past, requiring either Strength (Power) or Dexterity (Finesse) plus a suitable Skill.

    Link #4: Kismet Switch
    Cold-Wind Marionette
    Trigger: “Time was paused while another object was in motion OR Tricking Out Time was activated.”

    Before time is unpaused, the Sin-Eater is able to switch an object in motion with a proportionately similar object based on profile or shape. A bullet could be replaced with a carrot or ice cream cone, a speeding car with a toy car, a manhole cover with a dinner plate or other such associations, provided the objects are present in the scene. The inertia and placement of the switched objects holds true for the previous conditions in the scene: an objected swapped into a moving path will gain that momentum, and an object moved to an inert location will remain so, although once time flows again natural physics will take its course. The Sin-Eater can move an object of a Size within their Size + Strength + Science.

    Link #5: Tune In, Drop Out
    Stillness Dirge or Stillness Oracle
    Trigger: “The Sin-Eater encounters a former companion from Enter the Ghost World.”

    Once per scene, when within range of a former companion that has entered the ‘Ghost World’ the Sin-Eater is able to communicate with them outside of time. Treat this as a free use of Enter the Ghost World once per scene. However, linked manifestations are not possible. The Sin Eater would have to activate ‘Enter the Ghost World’ with its usual cost to use linked manifestations. The Sin-Eater can invalidate a target from Tune In Drop Out at any time they wish.

    Link #6: More Distance Past
    Industrial Hearse (or Industrial Oracle)
    Trigger: “A communications call is made during 4 Minutes to Death.”

    The Sin-Eater focuses on a phone call or similar communication between devices during 4 Minutes to Death. The Sin-Eater can clearly hear what occurred during the call. If the call is via a landline connection the Sin Eater can transport themselves to the other receiver instantly as they explore the past. They are still limited to the amount of time left in 4 Minutes to Death after the call begins. When exploring the new location the range is centered on the receiver at arrival.

    Link #7: Fate Aversion
    Stigmata Marionette
    Trigger: “The victim in 4 Minutes to Death has a preventable death.”

    Preventable death means the environment can be manipulated to keep the victim alive. The victim succumbing to old age or illness is not preventable. Knocking away a killer’s weapon, getting the victim needed medical attention, or stopping a disaster before it happened are all viable means to prevent death. The Sin-Eater may use other applicable linked manifestations as needed. To overwrite the past and restore the victim to life, however, requires 2 Plasm and the Sin Eater completing an extended action with a threshold of amount of damage the victim received during the killing blow, rolling Psyche + 1.
    The rescued victim briefly passes through the Ghost World upon being restored to life. The Sin-Eater reappears where they were when Enter the Ghost World was triggered, with the restored mortal appearing wherever at Storyteller discretion. Only the Sin-Eater, victim and any Ghost World companions will recognize that the past was changed as they return to a new present.

    Link #8: Fated Death
    Stygian Pit (or Stygian Rage)
    Trigger: “In saving a victim from past fate, the one who had a hand in their death becomes a valid target.”

    It is far easier to keep Death’s books (that a death still occurred in the past) than undo a death completely. The Sin-Eater declares a way for the person who participated in the death of the victim to die themselves, either via the same method or another option available in the scene. The Sin-Eater must pay 2 Plasm and complete an extended action using Strength or Dexterity, an applicable Skill and their Psyche, with a threshold of the target’s Willpower score and Supernatural Advantage. If the Sin-Eater is successful the new target dies, their soul/ghost immediately dragged off into the Underworld. The death of this victim can impact the return to the present in varied ways determined by the Storyteller. Only the Sin-Eater, Ghost World companions and the newly dead target will recognize that the past was changed as they return to a new present.

    Link #9: Outrace the Clock
    Stygian Hearse
    Trigger: “During 4 Minutes to Death another corpse that died with 4 hours of that time is discovered in range.”


    By focusing solely on the past portrayed in 4 Minutes to Death it allows the Sin-Eater to race backwards from the present they paused. The Sin-Eater may chose to visit the 4 Minutes to Death of this newly discovered corpse, although they must immediately make a Synergy check with a penalty equal to the number of linked manifestations used since activating Enter the Ghost World. On a failure not only is Synergy lost but the Sin-Eater is booted back to the present they paused, unable to enact 4 Minutes to Death on the first corpse ever again. On a success the Sin-Eater can view the new victim’s 4 Minutes to Death as usual.


    The Keychain idea is really awesome for something to use until Geist gets its 2E revisions. It fits the means along newer game lines for customizing the powers presented in the books, such as Interlocks for Demons and Nightmares for Beasts. I plan to use this when introducing Geists and Sin-Eaters into my crossover game when ghostly antics become more important to the plot.

    Although when not basing a Keychain off of my favorite DS game I admit I'm not as great at determining what the core manifestation should be to build other powers off of. I have numerous ideas for keychains but I'll keep the next idea simple for now.

    I'm working on a Stricken Gatekeeper NPC who is an urban photographer getting some notice in the art scene. She died from prolonged asbestos exposure in her crappy apartment during her college years. Her Geist is a fibrous figure like insulation strands crossed with green mist and smoker's lung. His Keystone is a lens from an old camera. Known keys include Industrial and Phantasmal.

    A 'ghost photography' kind of ability would be cool for the pair, perhaps casting illusions into the scene as well. I'm not sure where to begin.

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    • Hey there, I had an idea for a Mystic Art. I originally wanted to have it as a Legacy, but I'm having a hard time making it work like that.

      Here is the partial write up of the Legacy. What do you think? How close did I get to capturing the essence of the Trickster archetype? What sorts of Attainments can you imagine for it as a Mystic Art?
      Last edited by GibberingEloquence; 12-13-2016, 07:36 PM.


      Let Him Speak.

      Comment


      • Originally posted by GibberingEloquence View Post
        Hey there, I had an idea for a Mystic Art. I originally wanted to have it as a Legacy, but I'm having a hard time making it work like that.

        Here is the partial write up of the Legacy. What do you think? How close did I get to capturing the essence of the Trickster archetype? What sorts of Attainments can you imagine for it as a Mystic Art?
        Hrmmm, lets see.

        ANANSI BOYS
        Resonant Path: Mastigos
        Primary Arcana: Mind & Prime
        Yantra: Symbols of mythological tricksters such as Coyote, Loki and Hermes (+1 or +2 if clearly visible), taboo-breaking fashion choices (+2), wisecracking (+1), mocking or destroying a representation of a scorned authority figure (+1 for a handheld representation or +2 for a detailed, life sized one), storytelling (+1 or +2), slight of hand (+1), disguises (+1 if basic or +2 if complex)
        Oblations: Pulling pranks, giving satirical performances, making oneself the comic relief, teaching unorthodox lessons
        Attainments:
        • Deadpan (••): Spells cast by Tricksters with this attainment do not trigger the unseen senses of other Mages unless they also risk Paradox. (e.g. spells that don't exceed their reach don't draw attention).
        • Pass The Buck (•••): Tricksters are masters of deflection and disinformation, especially when it comes to shifting blame. A trickster with this attainment can bend the resonance of a spell to fit another mage. Said mage must be present, and the trickster must either have observed them casting a spell within the scene, or scrutinized a spell they've already cast. Once cast the spell will appear to scrutiny as though cast by the other sorcerer, not the trickster.
        • All In Your Head (••••): Tricksters gift for lying is not limited to the mundane, they excel at spinning the lie itself to their benefit. When casting a spell improved by a deceptive yantra (slight of hand, a disguise, an epic yarn, etc.) Sleepers only count as witnesses if they see through the deception associated with the spell. Those who fail are swept up in the magic and will write off even the most improbable events as perfectly normal. For instance, a Mage could lead several dozen people in a conga line across a pool, yet no one would ever wonder why they didn't fall in. Moreover, even if a sleeper is alerted to the wrongness of their situation, they add two dice to their Integrity roll to rationalize the events. This attainment does not influence unraveling, spells will still crumble after sleeper exposure.
        That's the best I got.


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        • Originally posted by PenDragon View Post
          That's the best I got.
          I like it! I think their Primary Yantra could be like this:

          Masters Of Mischief: The magic of the Anansi Boys works best when applied subtly and toward inflicting change and chaos (i.e. they benefit from an additional free Reach). As such, spells that are overt in nature or are meant to increase order or stability do not have affinity with this Art (i.e. they incur Paradox as though no Yantra had been used)..

          EDIT: Feel free to add this to your Google Doc.
          Last edited by GibberingEloquence; 12-14-2016, 11:12 PM.


          Let Him Speak.

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          • Originally posted by GibberingEloquence View Post
            I like it! I think their Primary Yantra could be like this:

            Masters Of Mischief: The magic of the Anansi Boys works best when applied subtly and toward inflicting change and chaos (i.e. they benefit from an additional free Reach). As such, spells that are overt in nature or are meant to increase order or stability do not have affinity with this Art (i.e. they incur Paradox as though no Yantra had been used)..

            EDIT: Feel free to add this to your Google Doc.
            That works. Though I think I'll phrase it: "The magic of the Anansi Boys is intended to work subtly towards change and chaos. Spells that complicate existing problems or create new dilemmas benefit from an additional Free Reach, while those that resolve problems or create stability always invoke paradox.

            Though I'm considering dropping the free 'restrictive' attainment, as it's proven a bit of a headache to keep track of for characters with multiple arts.

            Regardless, added to the doc. Thanks!


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            • Hey, PenDragon, have you ever thought of writing a Mystic Art for the Daksha?


              My Homebrew
              Star Wars d10
              The Fallen for Demon: the Descent
              Requiem for a Masquerade: VtR 2e Cainite Conversion (Vampira Roma)

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              • Originally posted by Dreaminggod View Post
                Hey, PenDragon, have you ever thought of writing a Mystic Art for the Daksha?
                Which book are they from?


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                • Legacies: the Sublime. One of the most... unique Legacies, and one that I am fond of, and so is a player of mine.


                  My Homebrew
                  Star Wars d10
                  The Fallen for Demon: the Descent
                  Requiem for a Masquerade: VtR 2e Cainite Conversion (Vampira Roma)

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                  • Sorry to ask for help finding something but I'm kinda stumped.

                    What do the Primary Arcana of a Mystic Art do? The system section on pg.6 doesn't mention them, but the quick character build section says to take note of them.

                    Are they just a vague indication of what the art primarily focuses on? Or is there something more significiant to them?


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                    • Originally posted by Michael View Post
                      Sorry to ask for help finding something but I'm kinda stumped.

                      What do the Primary Arcana of a Mystic Art do? The system section on pg.6 doesn't mention them, but the quick character build section says to take note of them.

                      Are they just a vague indication of what the art primarily focuses on? Or is there something more significiant to them?
                      My original thought was to give Arts prereqs like Legacies, but I ended up dumping that in favor of greater character variety. I left in the Primary Arcana as a little guide to what Arcana the Arts favor. Though for certain Arts (like Tsuchimikado Onmyodo, which requires all spells use Spirit) the Primary Arcana really is a prereq.

                      If I work up the chutzpah to do another pass of the doc I'll certainly clarify that, and probably change the 'Rotes' entry to 'Oblations'.



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                      • Originally posted by PenDragon View Post
                        Alright, since there seems to be interest, I'll
                        give a brief overview of my Promethean Hacks:
                        • Replace Humanity with Simulacre (by Metamurpho, here): Simulacre defines how close a Promethean is to being human, and how human-like his body has become. At low Simulacre he's basically just an animate mass, no vital organs, no need to
                          breath or eat, human in appearance only. As Simulacre rises those natural advantages
                          begin to fade as more and more the Promethean
                          acquires human needs, however, higher Simulacre also slows the growth of Wasteland and
                          Disquite.
                        • Wasteland & Disquiet: Wasteland and Disquiet
                          are intrinsically tied, one to the other. As a Promethean's wasteland grows so too does others' paranoia. Disquiet itself is no longer rolled for individuals, instead it
                          is managed as a global track side-by-side with Wasteland. Both increment based on Simulacre, with low Simulacre incrementing in days, and high taking weeks, months or even years. However, certain events, like Transmutation usage, revealing of disfigurements and torment can cause immediate rolls.
                          • How individuals respond to Disquiet falls more on the shoulders of the Storyteller, no longer is it assumed every NPC will turn against them.
                            Indeed, a mortal of sufficient Integrity can rough past Disquiet and see the Promethean for who he truly is. Conversely
                            of course, low Integrity mortals have the opposite response, developing a profound and lasting obsession that endures even once the Promethean
                            is gone.

                          • Supernaturals are not affected in the same way as mortals, they feel disquiet
                            certainly, but aren't compelled by it. Therefore it falls to that specific character to respond in a manner appropriate. That could mean that they can talk it out with the Prommie, but often other Supernaturals will mistake the feeling of unease for a sign that the Promethean is one of their natural enemies. A Werewolf may assume he's some
                            sort of Host, a Changeling might mistake him for Fae, or a Sin-Eater could assume he's an immortal abomination. Ample room for both understanding and misunderstanding.
                        • Bestowments: All physical/mental bestowments
                          are gone, instead a Promethean
                          gets two attributes, one based on Lineage and the other on Refinement. Add one dot to each Attribute (which can take them over 5) and gain 9-again on all related rolls. Each Lineage has
                          a number of advantages which take the place of other Bestowments, all lineages get 3, which
                          are chosen during character creation (if
                          unfleshed). These fade as Simulacre rises, losing the first at 4, the second at 7, and the last at 9.

                          • Unfleshed are a lot more common.
                            Indeed it would be better to say that all Prometheans are entirely unique. Building the specifics of your Promethean is a key portion of character creation, much
                            like constructing a Demon's demonic form. Importantly, it is not the base assumption that Prommie's come from dead bodies. Golems, for instant, are generally made of clay and dirt.
                        • Transmutations: Remove the dot structure entirely, Transmutations
                          are now purchased based on prerequisites. Like Jolt -> Shock -> Arc -> Divine Lightning. Certain Transmutations have to be radically altered (Might being a big one) while others can go mostly untouched. Custom Transmutations
                          are also strongly encouraged and everything gets an on-the-spot power up for GMC rules.
                          • Electroshock Recharge becomes inherent to all Prometheans, but automatically risks Torment when used.
                        • Antagonists: A new antagonist group, The Society of Thule, exists. Composed of mortal alchemists and mad scientists they seek to tame Pyros and bend it to their own interests. Their numbers include many Demiurges driven mad by the generative act
                          as well as though whose experience with Disquiet left them permanently deranged. The abilities of the Society and Demiurges
                          are strongly inspired by the fan game Genius: The Transgression, albeit significantly toned down.
                        That's the gist, there's a bunch of other small changes
                        as well, but those are the big ones.

                        P.S. I've got a fair number of Geist hacks
                        as well, for those interested.
                        I've been on
                        a bit of a Promethean fixation lately, so I've got to ask. How are these changed for 2e?.
                        Last edited by DArchon5; 07-12-2019, 02:46 AM.

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                        • Originally posted by DArchon5 View Post

                          I've been on
                          a bit of a Promethean fixation lately, so I've got to ask. How are these changed for 2e?.
                          Oh hey, I haven't seen a post here in a while.

                          Unfortunately, I haven't touched CofD in a few years, and Promethean in longer. TBH I hate Promethean 2e, it doubled down on all my least favorite parts of 1e and implemented a power system so complex I began looking at Exalted charm trees fondly. It was so bloated I didn't even know how to begin to homebrew for it, so I didn't.

                          Sorry if that's not what you wanted to hear. That said, if I ever run CofD again I'll likely repurpose Deviant for Prommies. Everything I've read about that game indicates it'll be a weird, modular setting that can be bent to mimic different splats and already caters to many Promethean style stories.

                          Also, while I'm at it, a shameless plug. I'm Storytelling Scion nowdays and streaming the games most Sunday on Twitch. The game is the Demi-Dozen and I'm told its pretty funny: https://www.twitch.tv/scabbyrooster/videos


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                          • How the fuck are Transmutations complex?

                            And Christ then, what was your favorite parts of 1e?


                            Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                            The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                            Male/neutral pronouns accepted, female pronouns enjoyed.

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                            • Originally posted by ArcaneArts View Post
                              And Christ then, what was your favorite parts of 1e?
                              I like the general concept of playing an outsider being trying to make sense of life and humanity, but the setting, crunch and feel of the game are not for me. I don't enjoy running it, my players don't want to play it. In fairness the Promethean characters in the mixed games I ran went over well, they made interesting foils to the action, but I found myself dumping most of the crunch in order to make them mesh. I've accepted that Promethean isn't a game meant for me.

                              As I said above, I've drifted away from CofD as a whole. I've been tinkering with Storypath and find it more to my liking.


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                              • Originally posted by PenDragon View Post

                                I like the general concept of playing an outsider being trying to make sense of life and humanity, but the setting, crunch and feel of the game are not for me. I don't enjoy running it, my players don't want to play it. In fairness the Promethean characters in the mixed games I ran went over well, they made interesting foils to the action, but I found myself dumping most of the crunch in order to make them mesh. I've accepted that Promethean isn't a game meant for me.

                                As I said above, I've drifted away from CofD as a whole. I've been tinkering with Storypath and find it more to my liking.
                                I don't understand this sentiment.

                                But okay.


                                Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                                The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                                Male/neutral pronouns accepted, female pronouns enjoyed.

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